Planning UI polish and fight sprite variants
2026-04-17
Spent the day on the plan screen, where you pick what each hero does before a fight plays out. It now remembers per-hero selections as you flip between characters, so changing your mind about one hero doesn't wipe what you set up for the others.
Added sparkle feedback when you lock in a choice and a clearer preview of energy cost outcomes, so you can see what a plan actually spends before committing. Small stuff, but planning used to feel like guessing — now it feels like a decision.
Heroes and enemies both got sprite variants for planning and playback, so the fight field isn't stuck on one pose per character. Combined with yesterday's comic playout, the whole loop reads a lot more like a real sequence of moments instead of the same image bouncing around.
Also unified all the playout banners into a single ComicCharacterBanner with stat bar sync, added per-line fight planning that's clickable on tutorial dialogue lines, and fixed a bug where numbers were flashing twice on step change. Tutorial turn-1 playout got a fix too — it was briefly showing pre-move hero positions that didn't match what actually happened.